<html><head><title>SetEntityAnimationTime</title></head>
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<font face="Arial" size="2"><p align="center"><b><font size="4">SetEntityAnimationTime()</font></b></p>
<p><b>Syntax</b></p><blockquote>
<font color="#006666"><b>SetEntityAnimationTime</b></font>(#Entity, Animation$, Time)</blockquote>

</blockquote>
<b>Description</b><br><blockquote>


Changes the current #Entity animation time. This is an absolute time position. To change the 
time relative to the current time, use <a href="addentityanimationtime.html">AddEntityAnimationTime()</a>. 

</blockquote><p><b>Parameters</b></p><blockquote>
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<table width="90%" class="parameters">
<tr><td width="10%"><i>#Entity</i></td>
<td width="90%"> 
The entity to use. 

</td></tr>
<tr><td><i>Animation$</i></td>
<td> 
The animation name. The animations are stored in the mesh object in a case-sensitive manner 
(ie: "Walk" will be a different animation than "walk"). If the animation isn't 
found or the mesh doesn't have a skeleton, this function will have no effect. 

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<tr><td><i>Time</i></td>
<td> 
The absolute time to set (in milliseconds). 

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</table>
</blockquote><p><b>Return value</b></p><blockquote>
None.


</blockquote><p><b>See Also</b></p><blockquote>

<a href="startentityanimation.html">StartEntityAnimation()</a>, <a href="addentityanimationtime.html">AddEntityAnimationTime()</a>, <a href="getentityanimationtime.html">GetEntityAnimationTime()</a> 

</Blockquote><p><b>Supported OS </b><Blockquote>All</Blockquote></p><center><- <a href=setentityanimationlength.html>SetEntityAnimationLength()</a> - <a href=index.html>EntityAnimation Index</a> - <a href=setentityanimationweight.html>SetEntityAnimationWeight()</a> ->

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